- Apr 24, 2018
- Apr 23, 2018
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bunnei authored
Kernel: Reworked the new kernel synchronization primitives.
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bunnei authored
Nvdrv/nvhost-as-gpu: Implemented the ioctl REMAP command.
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bunnei authored
Nvdrv: Assert when receiving an unimplemented ioctl in the nv* handlers.
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bunnei authored
GPU: Make the GPU virtual memory manager use 16 page bits and 10 pagetable bits.
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bunnei authored
GPU: Implement the RGB10_A2 RenderTarget format
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Subv authored
The vertex arrays will be copied to the stream buffer one after the other, and the attributes will be set using the ARB_vertex_attrib_binding extension. yuzu now thus requires OpenGL 4.3 or the ARB_vertex_attrib_binding extension.
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Subv authored
Verified with a hwtest and implemented based on reverse engineering. Thread A's priority will get bumped to the highest priority among all the threads that are waiting for a mutex that A holds. Once A releases the mutex and ownership is transferred to B, A's priority will return to normal and B's priority will be bumped.
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Subv authored
Also added a consistency check and a comment for the case when the object id is different than its handle. The real nvservices doesn't make a distinction between ids and handles, each object gets an unique handle which doubles as its id.
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Subv authored
It takes a previously-reserved (AllocateSpace) GPU memory address and maps it to the address of the nvmap object passed to Remap.
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Subv authored
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Subv authored
Also removed some dead code and added memory map consistency asserts.
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Subv authored
GPU: Implement the RGB10_A2 RenderTarget format, it will use the same format as the A2BGR10 texture format.
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- Apr 22, 2018
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bunnei authored
GPU: Implement the A2BGR10 texture format.
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- Apr 21, 2018
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Subv authored
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bunnei authored
SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)
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adityaruplaha authored
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bunnei authored
Shader opcode decoding
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bunnei authored
opengl: Remove unnecessary header inclusions
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
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bunnei authored
ShaderGen: Implemented fsetp/kil and predicated instruction execution.
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bunnei authored
gl_resource_manager: Add missing noexcept specifiers to move constructors and assignment operators
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bunnei authored
gl_rasterizer_cache: Make MatchFlags an enum class
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Subv authored
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Subv authored
Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
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Subv authored
Predicate variables are now added to the generated shader code in the form of 'pX' where X is the predicate id. These predicate variables are initialized to false on shader startup and are set via the fsetp instructions. TODO: * Not all the comparison types are implemented. * Only the single-predicate version is implemented.
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Subv authored
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Subv authored
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Subv authored
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